Last of the Danaan had a neat system where a 'hawk could be thrown and then recovered, which seems like a great way of getting away from the "million arrow" system. Does anybody know whether it or something like it could be applied to ammunition, as well as weapons? Would be really neat to get javelins and realistic quiver sizes working in the game.
Thrown tomahawks from Danaan - anybody extended that to other stuff?
Débuté par
Happycrow
, févr. 06 2011 06:31
#1
Posté 06 février 2011 - 06:31
#2
Posté 06 février 2011 - 09:24
(all) i can say is I edited my 'baseitems.2da' (column: ILRStackSize) to the following values:Happycrow wrote...
... realistic quiver sizes ...
line 20 'arrow', value '24'
line 25 'bolt', value '24'
line 27 'bullet', value '48'
line 31 'dart', value '36'
line 59 'shuriken', value '36'
line 63 'throwingaxe', value '12'
and when I restacked the ranged ammo during inGame Inventory logistic, it worked ok. Note there is also a column: Stacking, but I believe that was for NWN, so just to be on the safe side I sync'd the two colums
Now when I find a 'stack' of arrows, say, there's only 24. Can only load 24 arrows in the ammo slot. etc.
that's my $1.25 take on the matter.
#3
Posté 06 février 2011 - 09:44
The scripts that I've seen for returning throwing weapons / replenished ammunition are basically OnUnequipped tag-based scripts which respawn and re-equip them. Although they do get around the non-functional 'boomerang' property that was never implemented in the game, I find the scripts a bit on the clunky side. Quite literally - since every time the throwing weapon or ammunition is renewed, they are accompanied by the 'clunk' of something being re-equipped.
Moving about in between throws or shots can also disrupt the script, so that you have to manually renew your target - and the scripts don't seem to work too well against placeables (they seem to have trouble automatically re-attacking the last target).
In short, they are a work-around for a glaring omission from the game - but not a particularly elegant one. Not that the game engine as it is now will allow anything better.
That said - reducing ammunition stack sizes (who could possibly cram 99 arrows into a quiver?) should be a matter of altering some 2DAs, rather than adapting the returning weapon scripts.
Moving about in between throws or shots can also disrupt the script, so that you have to manually renew your target - and the scripts don't seem to work too well against placeables (they seem to have trouble automatically re-attacking the last target).
In short, they are a work-around for a glaring omission from the game - but not a particularly elegant one. Not that the game engine as it is now will allow anything better.
That said - reducing ammunition stack sizes (who could possibly cram 99 arrows into a quiver?) should be a matter of altering some 2DAs, rather than adapting the returning weapon scripts.
Modifié par DannJ, 06 février 2011 - 09:51 .
#4
Posté 06 février 2011 - 09:54
My returning bullets, bolt, arrows, axes, shuriken, and darts, along with a generic script that can be applied to any thrown weapon, are available here.
This game has been out for 5 years. Most glaring omissions have been addressed by the community during that time. Sometimes the solutions are not as elegant as anyone would like, but better to light a candle than to curse Obsidian.
Regards
This game has been out for 5 years. Most glaring omissions have been addressed by the community during that time. Sometimes the solutions are not as elegant as anyone would like, but better to light a candle than to curse Obsidian.
Regards
#5
Posté 06 février 2011 - 10:23
To be honest, I found the mechanism a bit clunky in practice, too. You had to pickup the tomahawk and reapply it to a quickslot every time you threw it, and it was a bit awkward to switch between the thrown and hand-held modes.
The system worked with a script both on the item's unequipped and unacquired scripts, and on the on-physically-attacked scripts of every creature in the module (that's why it doesn't work right for placeables, I didn't anticipate players using the tomahawk to attack anything besides a creature).
I was hampered because the Tomahawk was expensive and I couldn't risk the player losing it altogether, but with arrows and other expendable ammunition, a more iffy system could work.
For example, you could have a on-damaged script that checked the equipped weapon of the attacker, found the equipped ammo for that weapon, and then spawned a single copy of that item within the target creature's (or placeable's) inventory as a droppable item. So you shoot 20 arrows at the creature, kill it, and walk over to pick your arrows out of it's corpse.
The last arrow in a quiver would be lost, though, as would any arrows that missed the creature altogether. You could rationalize that, though, since they would be hard to find in the brush, or maybe they got banged up on the creature's armor or something.
The system worked with a script both on the item's unequipped and unacquired scripts, and on the on-physically-attacked scripts of every creature in the module (that's why it doesn't work right for placeables, I didn't anticipate players using the tomahawk to attack anything besides a creature).
I was hampered because the Tomahawk was expensive and I couldn't risk the player losing it altogether, but with arrows and other expendable ammunition, a more iffy system could work.
For example, you could have a on-damaged script that checked the equipped weapon of the attacker, found the equipped ammo for that weapon, and then spawned a single copy of that item within the target creature's (or placeable's) inventory as a droppable item. So you shoot 20 arrows at the creature, kill it, and walk over to pick your arrows out of it's corpse.
The last arrow in a quiver would be lost, though, as would any arrows that missed the creature altogether. You could rationalize that, though, since they would be hard to find in the brush, or maybe they got banged up on the creature's armor or something.
#6
Posté 06 février 2011 - 11:47
Thanks, folks.
Yeah, I was thinking of not every arrow being salvageable, either.
Yeah, I was thinking of not every arrow being salvageable, either.





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